2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
66 unsigned int grow_size;
67 unsigned int shrink_size;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 WINELOOKUP_MAGFILTER = 1,
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
117 typedef struct _WINED3DGLTYPE {
121 GLboolean normalized;
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
129 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
130 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
131 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
132 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
133 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
134 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
135 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
136 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
137 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
138 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
139 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
140 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
141 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
142 /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143 * we won't be able to load the data at all, so at least for the moment it wouldn't
145 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)},
146 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}};
148 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
170 #define ORM_BACKBUFFER 0
171 #define ORM_PBUFFER 1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
178 #define RTL_DISABLE -1
180 #define RTL_READDRAW 1
181 #define RTL_READTEX 2
182 #define RTL_TEXDRAW 3
185 /* NOTE: When adding fields to this structure, make sure to update the default
186 * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s {
188 /* vertex and pixel shader modes */
192 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
193 we should use it. However, until it's fully implemented, we'll leave it as a registry
194 setting for developers. */
196 int offscreen_rendering_mode;
197 int rendertargetlock_mode;
198 /* Memory tracking and object counting */
199 unsigned int emulated_textureram;
201 } wined3d_settings_t;
203 extern wined3d_settings_t wined3d_settings;
205 /* Shader backends */
206 struct SHADER_OPCODE_ARG;
209 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
210 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
211 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
212 void (*shader_cleanup)(IWineD3DDevice *iface);
213 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
216 extern const shader_backend_t glsl_shader_backend;
217 extern const shader_backend_t arb_program_shader_backend;
218 extern const shader_backend_t none_shader_backend;
222 extern void (*wine_tsx11_lock_ptr)(void);
223 extern void (*wine_tsx11_unlock_ptr)(void);
225 /* As GLX relies on X, this is needed */
229 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
230 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
232 #define ENTER_GL() wine_tsx11_lock_ptr()
233 #define LEAVE_GL() wine_tsx11_unlock_ptr()
236 /*****************************************************************************
240 /* GL related defines */
241 /* ------------------ */
242 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
243 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
244 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
245 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
247 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
248 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
249 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
250 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
252 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
253 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
254 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
255 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
257 #define D3DCOLORTOGLFLOAT4(dw, vec) \
258 (vec)[0] = D3DCOLOR_R(dw); \
259 (vec)[1] = D3DCOLOR_G(dw); \
260 (vec)[2] = D3DCOLOR_B(dw); \
261 (vec)[3] = D3DCOLOR_A(dw);
263 /* DirectX Device Limits */
264 /* --------------------- */
265 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
267 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
268 See MaxStreams in MSDN under GetDeviceCaps */
269 /* Maximum number of constants provided to the shaders */
270 #define HIGHEST_TRANSFORMSTATE 512
271 /* Highest value in WINED3DTRANSFORMSTATETYPE */
272 #define MAX_PALETTES 256
274 /* Checking of API calls */
275 /* --------------------- */
276 #define checkGLcall(A) \
278 GLint err = glGetError(); \
279 if (err == GL_NO_ERROR) { \
280 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
283 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
284 debug_glerror(err), err, A, __FILE__, __LINE__); \
285 err = glGetError(); \
286 } while (err != GL_NO_ERROR); \
289 /* Trace routines / diagnostics */
290 /* ---------------------------- */
292 /* Dump out a matrix and copy it */
293 #define conv_mat(mat,gl_mat) \
295 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
296 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
297 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
298 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
299 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
302 /* Macro to dump out the current state of the light chain */
303 #define DUMP_LIGHT_CHAIN() \
305 PLIGHTINFOEL *el = This->stateBlock->lights;\
307 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
312 /* Trace vector and strided data information */
313 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
314 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
315 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
317 /* Defines used for optimizations */
319 /* Only reapply what is necessary */
320 #define REAPPLY_ALPHAOP 0x0001
321 #define REAPPLY_ALL 0xFFFF
323 /* Advance declaration of structures to satisfy compiler */
324 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
325 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
326 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
327 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
329 /* Global variables */
330 extern const float identity[16];
332 /*****************************************************************************
333 * Compilable extra diagnostics
336 /* Trace information per-vertex: (extremely high amount of trace) */
337 #if 0 /* NOTE: Must be 0 in cvs */
338 # define VTRACE(A) TRACE A
343 /* Checking of per-vertex related GL calls */
344 /* --------------------- */
345 #define vcheckGLcall(A) \
347 GLint err = glGetError(); \
348 if (err == GL_NO_ERROR) { \
349 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
352 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
353 debug_glerror(err), err, A, __FILE__, __LINE__); \
354 err = glGetError(); \
355 } while (err != GL_NO_ERROR); \
358 /* TODO: Confirm each of these works when wined3d move completed */
359 #if 0 /* NOTE: Must be 0 in cvs */
360 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
361 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
362 is enabled, and if it doesn't exist it is disabled. */
363 # define FRAME_DEBUGGING
364 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
365 the file is deleted */
366 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
367 # define SINGLE_FRAME_DEBUGGING
369 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
370 It can only be enabled when FRAME_DEBUGGING is also enabled
371 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
373 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
374 # define SHOW_FRAME_MAKEUP 1
376 /* The following, when enabled, lets you see the makeup of the all the textures used during each
377 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
378 The contents of the textures assigned to each stage are written into
379 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
380 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
381 # define SHOW_TEXTURE_MAKEUP 0
384 extern BOOL isDumpingFrames;
385 extern LONG primCounter;
388 /*****************************************************************************
392 /* Routine common to the draw primitive and draw indexed primitive routines */
393 void drawPrimitive(IWineD3DDevice *iface,
397 long StartVertexIndex,
398 UINT numberOfVertices,
404 void primitiveDeclarationConvertToStridedData(
405 IWineD3DDevice *iface,
406 BOOL useVertexShaderFunction,
407 WineDirect3DVertexStridedData *strided,
410 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
414 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
415 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
417 /* Routines and structures related to state management */
418 typedef struct WineD3DContext WineD3DContext;
419 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
421 #define STATE_RENDER(a) (a)
422 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
424 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
425 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
427 /* + 1 because samplers start with 0 */
428 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
429 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
431 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
432 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
434 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
435 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
437 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
438 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
439 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
440 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
442 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
443 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
445 #define STATE_VSHADER (STATE_VDECL + 1)
446 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
448 #define STATE_VIEWPORT (STATE_VSHADER + 1)
449 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
451 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
452 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
453 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
454 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
456 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
457 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
459 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
460 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
462 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
463 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
465 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
467 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
469 #define STATE_HIGHEST (STATE_FRONTFACE)
473 DWORD representative;
474 APPLYSTATEFUNC apply;
477 /* Global state table */
478 extern const struct StateEntry StateTable[];
480 /* The new context manager that should deal with onscreen and offscreen rendering */
481 struct WineD3DContext {
482 /* State dirtification
483 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
484 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
485 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
486 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
488 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
489 DWORD numDirtyEntries;
490 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
492 IWineD3DSurface *surface;
493 DWORD tid; /* Thread ID which owns this context at the moment */
495 /* Stores some inforation about the context state for optimization */
496 GLint last_draw_buffer;
497 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
498 BOOL last_was_pshader;
499 BOOL last_was_vshader;
500 BOOL last_was_foggy_shader;
501 BOOL namedArraysLoaded, numberedArraysLoaded;
502 BOOL lastWasPow2Texture[MAX_TEXTURES];
503 GLenum tracking_parm; /* Which source is tracking current colour */
504 unsigned char num_untracked_materials;
505 GLenum untracked_materials[2];
506 BOOL last_was_blit, last_was_ckey;
507 char texShaderBumpMap;
510 /* The actual opengl context */
518 typedef enum ContextUsage {
519 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
520 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
521 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
522 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
525 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
526 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
527 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
528 void apply_fbo_state(IWineD3DDevice *iface);
530 /* Macros for doing basic GPU detection based on opengl capabilities */
531 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
532 #define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
533 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
534 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
536 /* Default callbacks for implicit object destruction */
537 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
539 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
541 /*****************************************************************************
542 * Internal representation of a light
544 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
545 struct PLIGHTINFOEL {
546 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
552 /* Converted parms to speed up swapping lights */
561 /* The default light parameters */
562 extern const WINED3DLIGHT WINED3D_default_light;
564 typedef struct WineD3D_PixelFormat
566 int iPixelFormat; /* WGL pixel format */
567 int redSize, greenSize, blueSize, alphaSize;
568 int depthSize, stencilSize;
569 } WineD3D_PixelFormat;
571 /* The adapter structure */
572 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
573 struct WineD3DAdapter
576 WineD3D_GL_Info gl_info;
578 const char *description;
579 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
581 WineD3D_PixelFormat *cfgs;
582 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
583 unsigned int UsedTextureRam;
586 extern BOOL InitAdapters(void);
587 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
588 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
590 /*****************************************************************************
591 * High order patch management
593 struct WineD3DRectPatch
597 WineDirect3DVertexStridedData strided;
598 WINED3DRECTPATCH_INFO RectPatchInfo;
600 char has_normals, has_texcoords;
604 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
606 /*****************************************************************************
607 * IWineD3D implementation structure
609 typedef struct IWineD3DImpl
611 /* IUnknown fields */
612 const IWineD3DVtbl *lpVtbl;
613 LONG ref; /* Note: Ref counting not required */
615 /* WineD3D Information */
620 extern const IWineD3DVtbl IWineD3D_Vtbl;
622 /* TODO: setup some flags in the registry to enable, disable pbuffer support
623 (since it will break quite a few things until contexts are managed properly!) */
624 extern BOOL pbuffer_support;
625 /* allocate one pbuffer per surface */
626 extern BOOL pbuffer_per_surface;
628 typedef struct ResourceList {
629 IWineD3DResource *resource;
630 struct ResourceList *next;
633 /* A helper function that dumps a resource list */
634 void dumpResources(ResourceList *resources);
636 /*****************************************************************************
637 * IWineD3DDevice implementation structure
639 struct IWineD3DDeviceImpl
641 /* IUnknown fields */
642 const IWineD3DDeviceVtbl *lpVtbl;
643 LONG ref; /* Note: Ref counting not required */
645 /* WineD3D Information */
648 struct WineD3DAdapter *adapter;
650 /* Window styles to restore when switching fullscreen mode */
654 /* X and GL Information */
655 GLint maxConcurrentLights;
656 GLenum offscreenBuffer;
658 /* Selected capabilities */
659 int vs_selected_mode;
660 int ps_selected_mode;
661 const shader_backend_t *shader_backend;
662 hash_table_t *glsl_program_lookup;
665 BOOL view_ident; /* true iff view matrix is identity */
667 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
668 unsigned char surface_alignment; /* Line Alignment of surfaces */
670 /* State block related */
671 BOOL isRecordingState;
672 IWineD3DStateBlockImpl *stateBlock;
673 IWineD3DStateBlockImpl *updateStateBlock;
676 /* Internal use fields */
677 WINED3DDEVICE_CREATION_PARAMETERS createParms;
679 WINED3DDEVTYPE devType;
681 IWineD3DSwapChain **swapchains;
682 UINT NumberOfSwapChains;
684 ResourceList *resources; /* a linked list to track resources created by the device */
686 /* Render Target Support */
687 IWineD3DSurface **render_targets;
688 IWineD3DSurface *depthStencilBuffer;
689 IWineD3DSurface **fbo_color_attachments;
690 IWineD3DSurface *fbo_depth_attachment;
692 IWineD3DSurface *stencilBufferTarget;
694 /* Caches to avoid unneeded context changes */
695 IWineD3DSurface *lastActiveRenderTarget;
696 IWineD3DSwapChain *lastActiveSwapChain;
698 /* palettes texture management */
699 PALETTEENTRY palettes[MAX_PALETTES][256];
701 UINT paletteConversionShader;
703 /* For rendering to a texture using glCopyTexImage */
704 BOOL render_offscreen;
705 WINED3D_DEPTHCOPYSTATE depth_copy_state;
709 GLenum *draw_buffers;
711 /* Cursor management */
717 UINT cursorWidth, cursorHeight;
718 GLuint cursorTexture;
719 BOOL haveHardwareCursor;
720 HCURSOR hardwareCursor;
722 /* The Wine logo surface */
723 IWineD3DSurface *logo_surface;
725 /* Textures for when no other textures are mapped */
726 UINT dummyTextureName[MAX_TEXTURES];
728 /* Debug stream management */
731 /* Device state management */
733 BOOL d3d_initialized;
735 /* A flag to check for proper BeginScene / EndScene call pairs */
738 /* process vertex shaders using software or hardware */
739 BOOL softwareVertexProcessing;
741 /* DirectDraw stuff */
743 IWineD3DSurface *ddraw_primary;
744 DWORD ddraw_width, ddraw_height;
745 WINED3DFORMAT ddraw_format;
746 BOOL ddraw_fullscreen;
748 /* Final position fixup constant */
751 /* With register combiners we can skip junk texture stages */
752 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
753 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
754 BOOL fixed_function_usage_map[MAX_TEXTURES];
756 /* Stream source management */
757 WineDirect3DVertexStridedData strided_streams;
758 WineDirect3DVertexStridedData *up_strided;
759 BOOL useDrawStridedSlow;
762 /* Context management */
763 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
764 WineD3DContext *activeContext;
767 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
768 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
770 /* High level patch management */
771 #define PATCHMAP_SIZE 43
772 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
773 struct list patches[PATCHMAP_SIZE];
774 struct WineD3DRectPatch *currentPatch;
777 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
779 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
780 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
781 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
782 DWORD idx = state >> 5;
783 BYTE shift = state & 0x1f;
784 return context->isStateDirty[idx] & (1 << shift);
787 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
788 typedef struct PrivateData
793 DWORD flags; /* DDSPD_* */
794 DWORD uniqueness_value;
805 /*****************************************************************************
806 * IWineD3DResource implementation structure
808 typedef struct IWineD3DResourceClass
810 /* IUnknown fields */
811 LONG ref; /* Note: Ref counting not required */
813 /* WineD3DResource Information */
815 WINED3DRESOURCETYPE resourceType;
816 IWineD3DDeviceImpl *wineD3DDevice;
820 WINED3DFORMAT format;
821 BYTE *allocatedMemory; /* Pointer to the real data location */
822 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
823 struct list privateData;
825 } IWineD3DResourceClass;
827 typedef struct IWineD3DResourceImpl
829 /* IUnknown & WineD3DResource Information */
830 const IWineD3DResourceVtbl *lpVtbl;
831 IWineD3DResourceClass resource;
832 } IWineD3DResourceImpl;
834 /* Tests show that the start address of resources is 32 byte aligned */
835 #define RESOURCE_ALIGNMENT 32
837 /*****************************************************************************
838 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
840 typedef struct IWineD3DVertexBufferImpl
842 /* IUnknown & WineD3DResource Information */
843 const IWineD3DVertexBufferVtbl *lpVtbl;
844 IWineD3DResourceClass resource;
846 /* WineD3DVertexBuffer specifics */
849 /* Vertex buffer object support */
854 UINT dirtystart, dirtyend;
857 LONG declChanges, draws;
858 /* Last description of the buffer */
859 WineDirect3DVertexStridedData strided;
860 } IWineD3DVertexBufferImpl;
862 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
864 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
865 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
866 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
867 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
868 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
870 /*****************************************************************************
871 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
873 typedef struct IWineD3DIndexBufferImpl
875 /* IUnknown & WineD3DResource Information */
876 const IWineD3DIndexBufferVtbl *lpVtbl;
877 IWineD3DResourceClass resource;
880 UINT dirtystart, dirtyend;
883 /* WineD3DVertexBuffer specifics */
884 } IWineD3DIndexBufferImpl;
886 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
888 /*****************************************************************************
889 * IWineD3DBaseTexture D3D- > openGL state map lookups
891 #define WINED3DFUNC_NOTSUPPORTED -2
892 #define WINED3DFUNC_UNIMPLEMENTED -1
894 typedef enum winetexturestates {
895 WINED3DTEXSTA_ADDRESSU = 0,
896 WINED3DTEXSTA_ADDRESSV = 1,
897 WINED3DTEXSTA_ADDRESSW = 2,
898 WINED3DTEXSTA_BORDERCOLOR = 3,
899 WINED3DTEXSTA_MAGFILTER = 4,
900 WINED3DTEXSTA_MINFILTER = 5,
901 WINED3DTEXSTA_MIPFILTER = 6,
902 WINED3DTEXSTA_MAXMIPLEVEL = 7,
903 WINED3DTEXSTA_MAXANISOTROPY = 8,
904 WINED3DTEXSTA_SRGBTEXTURE = 9,
905 WINED3DTEXSTA_ELEMENTINDEX = 10,
906 WINED3DTEXSTA_DMAPOFFSET = 11,
907 WINED3DTEXSTA_TSSADDRESSW = 12,
908 MAX_WINETEXTURESTATES = 13,
911 /*****************************************************************************
912 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
914 typedef struct IWineD3DBaseTextureClass
920 WINED3DTEXTUREFILTERTYPE filterType;
921 DWORD states[MAX_WINETEXTURESTATES];
925 UINT srgb_mode_change_count;
926 WINED3DFORMAT shader_conversion_group;
927 } IWineD3DBaseTextureClass;
929 typedef struct IWineD3DBaseTextureImpl
931 /* IUnknown & WineD3DResource Information */
932 const IWineD3DBaseTextureVtbl *lpVtbl;
933 IWineD3DResourceClass resource;
934 IWineD3DBaseTextureClass baseTexture;
936 } IWineD3DBaseTextureImpl;
938 /*****************************************************************************
939 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
941 typedef struct IWineD3DTextureImpl
943 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
944 const IWineD3DTextureVtbl *lpVtbl;
945 IWineD3DResourceClass resource;
946 IWineD3DBaseTextureClass baseTexture;
948 /* IWineD3DTexture */
949 IWineD3DSurface *surfaces[MAX_LEVELS];
953 float pow2scalingFactorX;
954 float pow2scalingFactorY;
956 } IWineD3DTextureImpl;
958 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
960 /*****************************************************************************
961 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
963 typedef struct IWineD3DCubeTextureImpl
965 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
966 const IWineD3DCubeTextureVtbl *lpVtbl;
967 IWineD3DResourceClass resource;
968 IWineD3DBaseTextureClass baseTexture;
970 /* IWineD3DCubeTexture */
971 IWineD3DSurface *surfaces[6][MAX_LEVELS];
974 float pow2scalingFactor;
976 } IWineD3DCubeTextureImpl;
978 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
980 typedef struct _WINED3DVOLUMET_DESC
985 } WINED3DVOLUMET_DESC;
987 /*****************************************************************************
988 * IWineD3DVolume implementation structure (extends IUnknown)
990 typedef struct IWineD3DVolumeImpl
992 /* IUnknown & WineD3DResource fields */
993 const IWineD3DVolumeVtbl *lpVtbl;
994 IWineD3DResourceClass resource;
996 /* WineD3DVolume Information */
997 WINED3DVOLUMET_DESC currentDesc;
998 IWineD3DBase *container;
1003 WINED3DBOX lockedBox;
1004 WINED3DBOX dirtyBox;
1008 } IWineD3DVolumeImpl;
1010 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1012 /*****************************************************************************
1013 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1015 typedef struct IWineD3DVolumeTextureImpl
1017 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1018 const IWineD3DVolumeTextureVtbl *lpVtbl;
1019 IWineD3DResourceClass resource;
1020 IWineD3DBaseTextureClass baseTexture;
1022 /* IWineD3DVolumeTexture */
1023 IWineD3DVolume *volumes[MAX_LEVELS];
1028 } IWineD3DVolumeTextureImpl;
1030 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1032 typedef struct _WINED3DSURFACET_DESC
1034 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1035 DWORD MultiSampleQuality;
1038 } WINED3DSURFACET_DESC;
1040 /*****************************************************************************
1041 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1043 typedef struct wineD3DSurface_DIB {
1049 } wineD3DSurface_DIB;
1056 } renderbuffer_entry_t;
1058 /*****************************************************************************
1059 * IWineD3DClipp implementation structure
1061 typedef struct IWineD3DClipperImpl
1063 const IWineD3DClipperVtbl *lpVtbl;
1068 } IWineD3DClipperImpl;
1071 /*****************************************************************************
1072 * IWineD3DSurface implementation structure
1074 struct IWineD3DSurfaceImpl
1076 /* IUnknown & IWineD3DResource Information */
1077 const IWineD3DSurfaceVtbl *lpVtbl;
1078 IWineD3DResourceClass resource;
1080 /* IWineD3DSurface fields */
1081 IWineD3DBase *container;
1082 WINED3DSURFACET_DESC currentDesc;
1083 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1084 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1088 /* TODO: move this off into a management class(maybe!) */
1094 /* Oversized texture */
1101 /* precalculated x and y scalings for texture coords */
1102 float pow2scalingFactorX; /* = (Width / pow2Width ) */
1103 float pow2scalingFactorY; /* = (Height / pow2Height) */
1109 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1111 glDescriptor glDescription;
1115 wineD3DSurface_DIB dib;
1118 /* Color keys for DDraw */
1119 WINEDDCOLORKEY DestBltCKey;
1120 WINEDDCOLORKEY DestOverlayCKey;
1121 WINEDDCOLORKEY SrcOverlayCKey;
1122 WINEDDCOLORKEY SrcBltCKey;
1125 WINEDDCOLORKEY glCKey;
1127 struct list renderbuffers;
1128 renderbuffer_entry_t *current_renderbuffer;
1130 /* DirectDraw clippers */
1131 IWineD3DClipper *clipper;
1134 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1135 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1137 /* Predeclare the shared Surface functions */
1138 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1139 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1140 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1141 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1142 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1143 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1144 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1145 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1146 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1147 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1148 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1149 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1150 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1151 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1152 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1153 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1154 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1155 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1156 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1157 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1158 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1159 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1160 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1161 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1162 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1163 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1164 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1165 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1166 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1167 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1168 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1169 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1170 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1172 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1174 /* Surface flags: */
1175 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1176 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1177 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1178 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1179 #define SFLAG_DISCARD 0x00000010 /* ??? */
1180 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1181 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1182 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1183 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1184 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1185 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1186 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1187 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1188 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1189 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1190 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1191 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1192 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1193 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1195 /* In some conditions the surface memory must not be freed:
1196 * SFLAG_OVERSIZE: Not all data can be kept in GL
1197 * SFLAG_CONVERTED: Converting the data back would take too long
1198 * SFLAG_DIBSECTION: The dib code manages the memory
1199 * SFLAG_LOCKED: The app requires access to the surface data
1200 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1201 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1202 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1203 * SFLAG_CLIENT: OpenGL uses our memory as backup
1205 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1207 SFLAG_DIBSECTION | \
1215 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1218 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1223 CONVERT_PALETTED_CK,
1227 CONVERT_CK_4444_ARGB,
1232 CONVERT_CK_8888_ARGB,
1244 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
1246 /*****************************************************************************
1247 * IWineD3DVertexDeclaration implementation structure
1249 typedef struct IWineD3DVertexDeclarationImpl {
1250 /* IUnknown Information */
1251 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1255 IWineD3DDeviceImpl *wineD3DDevice;
1257 WINED3DVERTEXELEMENT *pDeclarationWine;
1258 UINT declarationWNumElements;
1260 DWORD streams[MAX_STREAMS];
1262 BOOL position_transformed;
1263 } IWineD3DVertexDeclarationImpl;
1265 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1267 /*****************************************************************************
1268 * IWineD3DStateBlock implementation structure
1271 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1272 /* Note: Very long winded but gl Lists are not flexible enough */
1273 /* to resolve everything we need, so doing it manually for now */
1274 typedef struct SAVEDSTATES {
1278 BOOL streamSource[MAX_STREAMS];
1279 BOOL streamFreq[MAX_STREAMS];
1280 BOOL textures[MAX_COMBINED_SAMPLERS];
1281 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1283 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1284 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1285 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1286 BOOL clipplane[MAX_CLIPPLANES];
1289 BOOL pixelShaderConstantsB[MAX_CONST_B];
1290 BOOL pixelShaderConstantsI[MAX_CONST_I];
1291 BOOL *pixelShaderConstantsF;
1293 BOOL vertexShaderConstantsB[MAX_CONST_B];
1294 BOOL vertexShaderConstantsI[MAX_CONST_I];
1295 BOOL *vertexShaderConstantsF;
1310 struct IWineD3DStateBlockImpl
1312 /* IUnknown fields */
1313 const IWineD3DStateBlockVtbl *lpVtbl;
1314 LONG ref; /* Note: Ref counting not required */
1316 /* IWineD3DStateBlock information */
1318 IWineD3DDeviceImpl *wineD3DDevice;
1319 WINED3DSTATEBLOCKTYPE blockType;
1321 /* Array indicating whether things have been set or changed */
1322 SAVEDSTATES changed;
1323 struct list set_vconstantsF;
1324 struct list set_pconstantsF;
1326 /* Drawing - Vertex Shader or FVF related */
1328 /* Vertex Shader Declaration */
1329 IWineD3DVertexDeclaration *vertexDecl;
1331 IWineD3DVertexShader *vertexShader;
1333 /* Vertex Shader Constants */
1334 BOOL vertexShaderConstantB[MAX_CONST_B];
1335 INT vertexShaderConstantI[MAX_CONST_I * 4];
1336 float *vertexShaderConstantF;
1340 UINT streamStride[MAX_STREAMS];
1341 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1342 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1343 UINT streamFreq[MAX_STREAMS + 1];
1344 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1347 IWineD3DIndexBuffer* pIndexData;
1348 INT baseVertexIndex;
1349 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1352 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1354 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1355 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1356 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1357 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1358 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1361 double clipplane[MAX_CLIPPLANES][4];
1362 WINED3DCLIPSTATUS clip_status;
1365 WINED3DVIEWPORT viewport;
1368 WINED3DMATERIAL material;
1371 IWineD3DPixelShader *pixelShader;
1373 /* Pixel Shader Constants */
1374 BOOL pixelShaderConstantB[MAX_CONST_B];
1375 INT pixelShaderConstantI[MAX_CONST_I * 4];
1376 float *pixelShaderConstantF;
1379 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1382 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1383 int textureDimensions[MAX_COMBINED_SAMPLERS];
1385 /* Texture State Stage */
1386 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1387 DWORD lowest_disabled_stage;
1388 /* Sampler States */
1389 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1391 /* Current GLSL Shader Program */
1392 struct glsl_shader_prog_link *glsl_program;
1394 /* Scissor test rectangle */
1397 /* Contained state management */
1398 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1399 unsigned int num_contained_render_states;
1400 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1401 unsigned int num_contained_transform_states;
1402 DWORD contained_vs_consts_i[MAX_CONST_I];
1403 unsigned int num_contained_vs_consts_i;
1404 DWORD contained_vs_consts_b[MAX_CONST_B];
1405 unsigned int num_contained_vs_consts_b;
1406 DWORD *contained_vs_consts_f;
1407 unsigned int num_contained_vs_consts_f;
1408 DWORD contained_ps_consts_i[MAX_CONST_I];
1409 unsigned int num_contained_ps_consts_i;
1410 DWORD contained_ps_consts_b[MAX_CONST_B];
1411 unsigned int num_contained_ps_consts_b;
1412 DWORD *contained_ps_consts_f;
1413 unsigned int num_contained_ps_consts_f;
1414 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1415 unsigned int num_contained_tss_states;
1416 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1417 unsigned int num_contained_sampler_states;
1420 extern void stateblock_savedstates_set(
1421 IWineD3DStateBlock* iface,
1422 SAVEDSTATES* states,
1425 extern void stateblock_savedstates_copy(
1426 IWineD3DStateBlock* iface,
1428 SAVEDSTATES* source);
1430 extern void stateblock_copy(
1431 IWineD3DStateBlock* destination,
1432 IWineD3DStateBlock* source);
1434 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1436 /*****************************************************************************
1437 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1439 typedef struct IWineD3DQueryImpl
1441 const IWineD3DQueryVtbl *lpVtbl;
1442 LONG ref; /* Note: Ref counting not required */
1445 /*TODO: replace with iface usage */
1447 IWineD3DDevice *wineD3DDevice;
1449 IWineD3DDeviceImpl *wineD3DDevice;
1452 /* IWineD3DQuery fields */
1453 WINED3DQUERYTYPE type;
1454 /* TODO: Think about using a IUnknown instead of a void* */
1458 } IWineD3DQueryImpl;
1460 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1462 /* Datastructures for IWineD3DQueryImpl.extendedData */
1463 typedef struct WineQueryOcclusionData {
1465 WineD3DContext *ctx;
1466 } WineQueryOcclusionData;
1468 typedef struct WineQueryEventData {
1470 WineD3DContext *ctx;
1471 } WineQueryEventData;
1473 /*****************************************************************************
1474 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1477 typedef struct IWineD3DSwapChainImpl
1480 const IWineD3DSwapChainVtbl *lpVtbl;
1481 LONG ref; /* Note: Ref counting not required */
1484 IWineD3DDeviceImpl *wineD3DDevice;
1486 /* IWineD3DSwapChain fields */
1487 IWineD3DSurface **backBuffer;
1488 IWineD3DSurface *frontBuffer;
1489 BOOL wantsDepthStencilBuffer;
1490 WINED3DPRESENT_PARAMETERS presentParms;
1491 DWORD orig_width, orig_height;
1492 WINED3DFORMAT orig_fmt;
1494 long prev_time, frames; /* Performance tracking */
1495 unsigned int vSyncCounter;
1497 WineD3DContext **context; /* Later a array for multithreading */
1498 unsigned int num_contexts;
1501 } IWineD3DSwapChainImpl;
1503 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1505 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1507 /*****************************************************************************
1508 * Utility function prototypes
1511 /* Trace routines */
1512 const char* debug_d3dformat(WINED3DFORMAT fmt);
1513 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1514 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1515 const char* debug_d3dusage(DWORD usage);
1516 const char* debug_d3dusagequery(DWORD usagequery);
1517 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1518 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1519 const char* debug_d3ddeclusage(BYTE usage);
1520 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1521 const char* debug_d3drenderstate(DWORD state);
1522 const char* debug_d3dsamplerstate(DWORD state);
1523 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1524 const char* debug_d3dtexturestate(DWORD state);
1525 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1526 const char* debug_d3dpool(WINED3DPOOL pool);
1527 const char *debug_fbostatus(GLenum status);
1528 const char *debug_glerror(GLenum error);
1529 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1530 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1532 /* Routines for GL <-> D3D values */
1533 GLenum StencilOp(DWORD op);
1534 GLenum CompareFunc(DWORD func);
1535 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1536 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1537 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1539 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1540 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1542 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1543 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1546 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1547 unsigned int count_bits(unsigned int mask);
1549 /*****************************************************************************
1550 * To enable calling of inherited functions, requires prototypes
1552 * Note: Only require classes which are subclassed, ie resource, basetexture,
1554 /*** IUnknown methods ***/
1555 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1556 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1557 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1558 /*** IWineD3DResource methods ***/
1559 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1560 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1561 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1562 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1563 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1564 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1565 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1566 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1567 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1568 /*** class static members ***/
1569 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1571 /*** IUnknown methods ***/
1572 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1573 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1574 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1575 /*** IWineD3DResource methods ***/
1576 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1577 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1578 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1579 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1580 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1581 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1582 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1583 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1584 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1585 /*** IWineD3DBaseTexture methods ***/
1586 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1587 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1588 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1589 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1590 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1591 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1592 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1593 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1595 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1596 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1597 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1598 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1599 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1600 /*** class static members ***/
1601 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1603 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1605 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1606 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1607 * used if the user is using GLSL shaders. */
1608 struct glsl_shader_prog_link {
1609 struct list vshader_entry;
1610 struct list pshader_entry;
1611 GLhandleARB programId;
1612 GLhandleARB *vuniformF_locations;
1613 GLhandleARB *puniformF_locations;
1614 GLhandleARB vuniformI_locations[MAX_CONST_I];
1615 GLhandleARB puniformI_locations[MAX_CONST_I];
1616 GLhandleARB posFixup_location;
1617 GLhandleARB bumpenvmat_location;
1618 GLhandleARB luminancescale_location;
1619 GLhandleARB luminanceoffset_location;
1620 GLhandleARB srgb_comparison_location;
1621 GLhandleARB srgb_mul_low_location;
1622 GLhandleARB ycorrection_location;
1623 GLhandleARB vshader;
1624 GLhandleARB pshader;
1628 GLhandleARB vshader;
1629 GLhandleARB pshader;
1630 } glsl_program_key_t;
1632 /* TODO: Make this dynamic, based on shader limits ? */
1633 #define MAX_REG_ADDR 1
1634 #define MAX_REG_TEMP 32
1635 #define MAX_REG_TEXCRD 8
1636 #define MAX_REG_INPUT 12
1637 #define MAX_REG_OUTPUT 12
1638 #define MAX_ATTRIBS 16
1639 #define MAX_CONST_I 16
1640 #define MAX_CONST_B 16
1642 /* FIXME: This needs to go up to 2048 for
1643 * Shader model 3 according to msdn (and for software shaders) */
1644 #define MAX_LABELS 16
1646 typedef struct semantic {
1651 typedef struct local_constant {
1657 typedef struct shader_reg_maps {
1659 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1660 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1661 char address[MAX_REG_ADDR]; /* vertex */
1662 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1663 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1664 char attributes[MAX_ATTRIBS]; /* vertex */
1665 char labels[MAX_LABELS]; /* pixel, vertex */
1667 /* Sampler usage tokens
1668 * Use 0 as default (bit 31 is always 1 on a valid token) */
1669 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1670 char bumpmat, luminanceparams;
1671 char usesnrm, vpos, usesdsy;
1673 /* Whether or not loops are used in this shader, and nesting depth */
1674 unsigned loop_depth;
1676 /* Whether or not this shader uses fog */
1681 #define SHADER_PGMSIZE 65535
1682 typedef struct SHADER_BUFFER {
1685 unsigned int lineNo;
1689 /* Undocumented opcode controls */
1690 #define INST_CONTROLS_SHIFT 16
1691 #define INST_CONTROLS_MASK 0x00ff0000
1693 typedef enum COMPARISON_TYPE {
1702 typedef struct SHADER_OPCODE {
1703 unsigned int opcode;
1707 CONST UINT num_params;
1708 SHADER_HANDLER hw_fct;
1709 SHADER_HANDLER hw_glsl_fct;
1714 typedef struct SHADER_OPCODE_ARG {
1715 IWineD3DBaseShader* shader;
1716 shader_reg_maps* reg_maps;
1717 CONST SHADER_OPCODE* opcode;
1724 SHADER_BUFFER* buffer;
1725 } SHADER_OPCODE_ARG;
1727 typedef struct SHADER_LIMITS {
1728 unsigned int temporary;
1729 unsigned int texcoord;
1730 unsigned int sampler;
1731 unsigned int constant_int;
1732 unsigned int constant_float;
1733 unsigned int constant_bool;
1734 unsigned int address;
1735 unsigned int packed_output;
1736 unsigned int packed_input;
1737 unsigned int attributes;
1741 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1742 maintain state information between multiple codes */
1743 typedef struct SHADER_PARSE_STATE {
1744 unsigned int current_row;
1745 DWORD texcoord_w[2];
1746 } SHADER_PARSE_STATE;
1748 /* Base Shader utility functions.
1749 * (may move callers into the same file in the future) */
1750 extern int shader_addline(
1751 SHADER_BUFFER* buffer,
1752 const char* fmt, ...);
1754 extern const SHADER_OPCODE* shader_get_opcode(
1755 IWineD3DBaseShader *iface,
1758 extern void shader_delete_constant_list(
1759 struct list* clist);
1761 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1763 /* Vertex shader utility functions */
1764 extern BOOL vshader_get_input(
1765 IWineD3DVertexShader* iface,
1766 BYTE usage_req, BYTE usage_idx_req,
1767 unsigned int* regnum);
1769 extern BOOL vshader_input_is_color(
1770 IWineD3DVertexShader* iface,
1771 unsigned int regnum);
1773 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1775 /* ARB_[vertex/fragment]_program helper functions */
1776 extern void shader_arb_load_constants(
1777 IWineD3DDevice* device,
1778 char usePixelShader,
1779 char useVertexShader);
1781 /* ARB shader program Prototypes */
1782 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1784 /* ARB pixel shader prototypes */
1785 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1786 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1787 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1788 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1789 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1790 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1791 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1792 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1793 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1794 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1795 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1796 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1797 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1798 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1799 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1800 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1801 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1802 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1803 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1804 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1805 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1806 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1807 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1809 /* ARB vertex / pixel shader common prototypes */
1810 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1811 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
1812 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1814 /* ARB vertex shader prototypes */
1815 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1816 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1818 /* GLSL helper functions */
1819 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1820 extern void shader_glsl_load_constants(
1821 IWineD3DDevice* device,
1822 char usePixelShader,
1823 char useVertexShader);
1825 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1826 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1827 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1828 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1829 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1830 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1831 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1832 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1833 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1834 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1835 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1836 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1837 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1838 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1839 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1840 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1841 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1842 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1843 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1844 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1845 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1846 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1847 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1848 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1849 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1850 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1851 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1852 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1853 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1854 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1855 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1856 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1857 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1858 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
1859 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1861 /** GLSL Pixel Shader Prototypes */
1862 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1863 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1864 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1865 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1866 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1867 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1868 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1869 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1870 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1871 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1872 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1873 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1874 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1875 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1876 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1877 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1878 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1879 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1880 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1881 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1882 extern void pshader_glsl_input_pack(
1883 SHADER_BUFFER* buffer,
1884 semantic* semantics_out,
1885 IWineD3DPixelShader *iface);
1887 /*****************************************************************************
1888 * IDirect3DBaseShader implementation structure
1890 typedef struct IWineD3DBaseShaderClass
1893 SHADER_LIMITS limits;
1894 SHADER_PARSE_STATE parse_state;
1895 CONST SHADER_OPCODE *shader_ins;
1896 CONST DWORD *function;
1897 UINT functionLength;
1900 UINT cur_loop_depth, cur_loop_regno;
1902 /* Type of shader backend */
1905 /* Programs this shader is linked with */
1906 struct list linked_programs;
1908 /* Immediate constants (override global ones) */
1909 struct list constantsB;
1910 struct list constantsF;
1911 struct list constantsI;
1912 shader_reg_maps reg_maps;
1914 /* Pixel formats of sampled textures, for format conversion. This
1915 * represents the formats found during compilation, it is not initialized
1916 * on the first parser pass. It is needed to check if the shader
1917 * needs recompilation to adjust the format conversion
1919 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
1920 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
1921 UINT num_sampled_samplers;
1923 UINT recompile_count;
1925 /* Pointer to the parent device */
1926 IWineD3DDevice *device;
1928 } IWineD3DBaseShaderClass;
1930 typedef struct IWineD3DBaseShaderImpl {
1932 const IWineD3DBaseShaderVtbl *lpVtbl;
1935 /* IWineD3DBaseShader */
1936 IWineD3DBaseShaderClass baseShader;
1937 } IWineD3DBaseShaderImpl;
1939 extern HRESULT shader_get_registers_used(
1940 IWineD3DBaseShader *iface,
1941 shader_reg_maps* reg_maps,
1942 semantic* semantics_in,
1943 semantic* semantics_out,
1944 CONST DWORD* pToken,
1945 IWineD3DStateBlockImpl *stateBlock);
1947 extern void shader_generate_glsl_declarations(
1948 IWineD3DBaseShader *iface,
1949 shader_reg_maps* reg_maps,
1950 SHADER_BUFFER* buffer,
1951 WineD3D_GL_Info* gl_info);
1953 extern void shader_generate_arb_declarations(
1954 IWineD3DBaseShader *iface,
1955 shader_reg_maps* reg_maps,
1956 SHADER_BUFFER* buffer,
1957 WineD3D_GL_Info* gl_info);
1959 extern void shader_generate_main(
1960 IWineD3DBaseShader *iface,
1961 SHADER_BUFFER* buffer,
1962 shader_reg_maps* reg_maps,
1963 CONST DWORD* pFunction);
1965 extern void shader_dump_ins_modifiers(
1966 const DWORD output);
1968 extern void shader_dump_param(
1969 IWineD3DBaseShader *iface,
1971 const DWORD addr_token,
1974 extern void shader_trace_init(
1975 IWineD3DBaseShader *iface,
1976 const DWORD* pFunction);
1978 extern int shader_get_param(
1979 IWineD3DBaseShader* iface,
1980 const DWORD* pToken,
1984 extern int shader_skip_unrecognized(
1985 IWineD3DBaseShader* iface,
1986 const DWORD* pToken);
1988 extern void print_glsl_info_log(
1989 WineD3D_GL_Info *gl_info,
1992 static inline int shader_get_regtype(const DWORD param) {
1993 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1994 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1997 extern unsigned int shader_get_float_offset(const DWORD reg);
1999 static inline BOOL shader_is_pshader_version(DWORD token) {
2000 return 0xFFFF0000 == (token & 0xFFFF0000);
2003 static inline BOOL shader_is_vshader_version(DWORD token) {
2004 return 0xFFFE0000 == (token & 0xFFFF0000);
2007 static inline BOOL shader_is_comment(DWORD token) {
2008 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2011 /* TODO: vFace (ps_3_0) */
2012 static inline BOOL shader_is_scalar(DWORD param) {
2013 DWORD reg_type = shader_get_regtype(param);
2016 case WINED3DSPR_RASTOUT:
2017 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2024 case WINED3DSPR_DEPTHOUT: /* oDepth */
2025 case WINED3DSPR_CONSTBOOL: /* b# */
2026 case WINED3DSPR_LOOP: /* aL */
2027 case WINED3DSPR_PREDICATE: /* p0 */
2035 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2036 * so upload them above that
2038 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2039 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2041 /*****************************************************************************
2042 * IDirect3DVertexShader implementation structure
2044 typedef struct IWineD3DVertexShaderImpl {
2046 const IWineD3DVertexShaderVtbl *lpVtbl;
2047 LONG ref; /* Note: Ref counting not required */
2049 /* IWineD3DBaseShader */
2050 IWineD3DBaseShaderClass baseShader;
2052 /* IWineD3DVertexShaderImpl */
2057 /* Vertex shader input and output semantics */
2058 semantic semantics_in [MAX_ATTRIBS];
2059 semantic semantics_out [MAX_REG_OUTPUT];
2061 /* run time datas... */
2063 UINT min_rel_offset, max_rel_offset;
2066 #if 0 /* needs reworking */
2067 /* run time datas */
2068 VSHADERINPUTDATA input;
2069 VSHADEROUTPUTDATA output;
2071 } IWineD3DVertexShaderImpl;
2072 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2073 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2075 /*****************************************************************************
2076 * IDirect3DPixelShader implementation structure
2079 enum vertexprocessing_mode {
2085 typedef struct IWineD3DPixelShaderImpl {
2086 /* IUnknown parts */
2087 const IWineD3DPixelShaderVtbl *lpVtbl;
2088 LONG ref; /* Note: Ref counting not required */
2090 /* IWineD3DBaseShader */
2091 IWineD3DBaseShaderClass baseShader;
2093 /* IWineD3DPixelShaderImpl */
2096 /* Pixel shader input semantics */
2097 semantic semantics_in [MAX_REG_INPUT];
2098 DWORD input_reg_map[MAX_REG_INPUT];
2099 BOOL input_reg_used[MAX_REG_INPUT];
2104 /* Some information about the shader behavior */
2106 UINT bumpenvmatconst;
2107 UINT luminanceconst;
2109 char srgb_mode_hardcoded;
2110 UINT srgb_low_const;
2111 UINT srgb_cmp_const;
2113 BOOL render_offscreen;
2115 enum vertexprocessing_mode vertexprocessing;
2117 #if 0 /* needs reworking */
2118 PSHADERINPUTDATA input;
2119 PSHADEROUTPUTDATA output;
2121 } IWineD3DPixelShaderImpl;
2123 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2124 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2126 /* sRGB correction constants */
2127 static const float srgb_cmp = 0.0031308;
2128 static const float srgb_mul_low = 12.92;
2129 static const float srgb_pow = 0.41666;
2130 static const float srgb_mul_high = 1.055;
2131 static const float srgb_sub_high = 0.055;
2133 /*****************************************************************************
2134 * IWineD3DPalette implementation structure
2136 struct IWineD3DPaletteImpl {
2137 /* IUnknown parts */
2138 const IWineD3DPaletteVtbl *lpVtbl;
2142 IWineD3DDeviceImpl *wineD3DDevice;
2144 /* IWineD3DPalette */
2146 WORD palVersion; /*| */
2147 WORD palNumEntries; /*| LOGPALETTE */
2148 PALETTEENTRY palents[256]; /*| */
2149 /* This is to store the palette in 'screen format' */
2150 int screen_palents[256];
2154 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2155 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2157 /* DirectDraw utility functions */
2158 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2160 /*****************************************************************************
2161 * Pixel format management
2164 WINED3DFORMAT format;
2165 DWORD alphaMask, redMask, greenMask, blueMask;
2167 short depthSize, stencilSize;
2169 } StaticPixelFormatDesc;
2171 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2172 WineD3D_GL_Info *gl_info,
2173 const GlPixelFormatDesc **glDesc);
2175 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2176 return (device->vs_selected_mode != SHADER_NONE
2177 && device->stateBlock->vertexShader
2178 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2179 && !device->strided_streams.u.s.position_transformed);
2182 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2183 return (device->ps_selected_mode != SHADER_NONE
2184 && device->stateBlock->pixelShader
2185 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2188 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2189 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);